Add DrawCapsule(Wires) (#2761)
* Add DrawCapsule & DrawCapsuleWires * Add DrawCapsule & DrawCapsuleWires to example Co-authored-by: Ian Band <ian.r.band@gmail.com>
This commit is contained in:
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c5e89241c5
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7e7939e1ad
@ -66,6 +66,9 @@ int main(void)
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DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
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DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
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DrawCapsule ((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, VIOLET);
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DrawCapsuleWires((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, PURPLE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 22 KiB |
@ -1423,6 +1423,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f
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RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
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RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
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RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
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RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
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RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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278
src/rmodels.c
278
src/rmodels.c
@ -817,6 +817,284 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
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rlEnd();
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}
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// Draw a capsule with the center of its sphere caps at startPos and endPos
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void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color)
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{
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if (slices < 3) slices = 3;
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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// draw a sphere if start and end points are the same
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bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0);
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if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f};
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// Construct a basis of the base and the caps:
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Vector3 b0 = Vector3Normalize(direction);
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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Vector3 capCenter = endPos;
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float baseSliceAngle = (2.0f*PI)/slices;
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float baseRingAngle = PI * 0.5 / rings;
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// render both caps
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for (int c = 0; c < 2; c++)
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{
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for (int i = 0; i < rings; i++)
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{
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for (int j = 0; j < slices; j++)
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{
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// we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier
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// as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i))
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// as we iterate through the rings they must get smaller by the cos(angle(i))
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// compute the four vertices
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float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
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float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
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Vector3 w1 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius
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};
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float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
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float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
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Vector3 w2 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius
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};
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float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
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float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
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Vector3 w3 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius
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};
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float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
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float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
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Vector3 w4 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
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};
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// make sure cap triangle normals are facing outwards
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if(c == 0)
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{
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w4.x, w4.y, w4.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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}
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else
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{
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w4.x, w4.y, w4.z);
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}
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}
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}
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capCenter = startPos;
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b0 = Vector3Scale(b0, -1.0f);
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}
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// render middle
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if (!sphereCase)
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{
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for (int j = 0; j < slices; j++)
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{
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// compute the four vertices
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float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius;
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float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius;
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Vector3 w1 = {
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startPos.x + ringSin1*b1.x + ringCos1*b2.x,
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startPos.y + ringSin1*b1.y + ringCos1*b2.y,
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startPos.z + ringSin1*b1.z + ringCos1*b2.z
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};
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float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius;
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float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius;
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Vector3 w2 = {
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startPos.x + ringSin2*b1.x + ringCos2*b2.x,
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startPos.y + ringSin2*b1.y + ringCos2*b2.y,
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startPos.z + ringSin2*b1.z + ringCos2*b2.z
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};
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float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius;
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float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius;
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Vector3 w3 = {
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endPos.x + ringSin3*b1.x + ringCos3*b2.x,
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endPos.y + ringSin3*b1.y + ringCos3*b2.y,
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endPos.z + ringSin3*b1.z + ringCos3*b2.z
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};
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float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius;
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float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius;
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Vector3 w4 = {
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endPos.x + ringSin4*b1.x + ringCos4*b2.x,
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endPos.y + ringSin4*b1.y + ringCos4*b2.y,
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endPos.z + ringSin4*b1.z + ringCos4*b2.z
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};
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// w2 x.-----------x startPos
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rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 /
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rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. /
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rlVertex3f(w3.x, w3.y, w3.z); // | |T \ '. /
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// | 2 \ T 'x w1
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rlVertex3f(w2.x, w2.y, w2.z); // | w4 x.---\-1-|---x endPos
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rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/
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rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | /
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// '.\|/
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// 'x w3
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}
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}
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rlEnd();
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}
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// Draw capsule wires with the center of its sphere caps at startPos and endPos
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void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color)
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{
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if (slices < 3) slices = 3;
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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// draw a sphere if start and end points are the same
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bool sphereCase = (direction.x == 0) && (direction.y == 0) && (direction.z == 0);
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if (sphereCase) direction = (Vector3){0.0f, 1.0f, 0.0f};
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// Construct a basis of the base and the caps:
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Vector3 b0 = Vector3Normalize(direction);
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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Vector3 capCenter = endPos;
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float baseSliceAngle = (2.0f*PI)/slices;
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float baseRingAngle = PI * 0.5 / rings;
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// render both caps
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for (int c = 0; c < 2; c++)
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{
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for (int i = 0; i < rings; i++)
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{
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for (int j = 0; j < slices; j++)
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{
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// we build up the rings from capCenter in the direction of the 'direction' vector we computed earlier
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// as we iterate through the rings they must be placed higher above the center, the height we need is sin(angle(i))
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// as we iterate through the rings they must get smaller by the cos(angle(i))
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// compute the four vertices
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float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
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float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 ));
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Vector3 w1 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius
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};
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float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
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float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 ));
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Vector3 w2 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius
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};
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float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
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float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 ));
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Vector3 w3 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius
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};
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float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
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float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 ));
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Vector3 w4 = (Vector3){
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capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius,
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capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius,
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capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius
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};
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w4.x, w4.y, w4.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w4.x, w4.y, w4.z);
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}
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}
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capCenter = startPos;
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b0 = Vector3Scale(b0, -1.0f);
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}
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// render middle
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if (!sphereCase)
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{
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for (int j = 0; j < slices; j++)
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{
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// compute the four vertices
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float ringSin1 = sinf(baseSliceAngle*(j + 0))*radius;
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float ringCos1 = cosf(baseSliceAngle*(j + 0))*radius;
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Vector3 w1 = {
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startPos.x + ringSin1*b1.x + ringCos1*b2.x,
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startPos.y + ringSin1*b1.y + ringCos1*b2.y,
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startPos.z + ringSin1*b1.z + ringCos1*b2.z
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};
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float ringSin2 = sinf(baseSliceAngle*(j + 1))*radius;
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float ringCos2 = cosf(baseSliceAngle*(j + 1))*radius;
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Vector3 w2 = {
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startPos.x + ringSin2*b1.x + ringCos2*b2.x,
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startPos.y + ringSin2*b1.y + ringCos2*b2.y,
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startPos.z + ringSin2*b1.z + ringCos2*b2.z
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};
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float ringSin3 = sinf(baseSliceAngle*(j + 0))*radius;
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float ringCos3 = cosf(baseSliceAngle*(j + 0))*radius;
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Vector3 w3 = {
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endPos.x + ringSin3*b1.x + ringCos3*b2.x,
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endPos.y + ringSin3*b1.y + ringCos3*b2.y,
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endPos.z + ringSin3*b1.z + ringCos3*b2.z
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};
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float ringSin4 = sinf(baseSliceAngle*(j + 1))*radius;
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float ringCos4 = cosf(baseSliceAngle*(j + 1))*radius;
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Vector3 w4 = {
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endPos.x + ringSin4*b1.x + ringCos4*b2.x,
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endPos.y + ringSin4*b1.y + ringCos4*b2.y,
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endPos.z + ringSin4*b1.z + ringCos4*b2.z
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};
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rlVertex3f(w1.x, w1.y, w1.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w4.x, w4.y, w4.z);
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rlVertex3f(w2.x, w2.y, w2.z);
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rlVertex3f(w3.x, w3.y, w3.z);
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}
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}
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rlEnd();
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}
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// Draw a plane
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
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{
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